Use VBO for particle system or not?

This topic contains 2 replies, has 2 voices, and was last updated by  3DGamer 6 years, 7 months ago.

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  • #30474

    3DGamer
    Member

    Hi all,
    I have a single VBO and an Element-VBO for my particle system, which get updated every frame. Is this the right choice or should I store the data in client-side memory?
    Thanks in advance!

    #34785

    warmi
    Member

    In my experience using client arrays on iOS based devices gives me overall better performance.

    I never tried double-buffering or triple-buffering vbos to avoid GPU stalling but frankly, with particles I find my vertex counts to be somewhat irrelevant – it is always ends up being fill rate bound.

    #34786

    3DGamer
    Member

    thank you, this way it is easier anyway Smile

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